(guy that's been playing lots of rhythm heaven listening to any music): this would make for a great rhythm heaven remix.
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noise dept.

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@protagonistheavy
(guy that's been playing lots of rhythm heaven listening to any music): this would make for a great rhythm heaven remix.
Oh. Zootopia 2 kinda sucked huh.
Ways to improve Overwatch Stadium blizzard hire this guy:
* Axe quickplay queue, it's unnecessary, splitting up playerbase for no real gain. Even at its quickest, queue times are negligibly faster, backfilling feels awful, leavers disrupt games, it doesn't help properly practice for comp stadium, and even qp stadium games can potentially last 15-20 minutes so I just think a sense of commitment comes with the territory of the game mode.
* Instead of a new hero every season, do bundles of new heroes every couple of seasons. Three new heroes is gonna make a lot more buzz for the game mode than a season where only Roadhog gets added.
* Cut down the gadgets. The ingeniousness of the three armory categories w/ be three rarities is just perfect, if you're having to add a new tab then something has gone wrong. Many gadgets can be streamlined/fused to be more like normal items, maybe they can have their own category at the bottom of the armory for each rarity but these really need to get trimmed to like 5-7 gadgets.
* Similarly cut down or streamline normal items too. Anything to keep the armory slim, I'm sure there's some items in here that just no one is seriously using. I'd esp love to make room for more hero specific items so even cutting out just one or two makes a big difference. Anything to make the armory less intimidating and easier to filter.
* speaking of filter... A search function would be great. I keep thinking this was added and then I look for it and it's not there, so.
* Gadgets have to be a different input than their own button. On console this is apparently even worse of an issue. I'd suggest making it the generic "interact" key F and w/e its console equivalent is, its so rare it would be overridden by team abilities anyway. Alternatively I think crouch-melee would be an intuitive way to activate gadgets, idk, I might be damaged but that input feels a lot more errm normal to me I guess than having to remember a whole other button.
* Seasonally-themed items featured in the armory to make each season a little more unique. So like this season we could have seen items themed after the yokai or the hashimoto. And items that are particularly popular could even be added permanently. Adds a little color to each season, gives gimmick players something new to play with.
* A track of seasonal rewards? Idk this isn't really for me per se, I just know other players can be reward oriented, and something unique like a title and junk would be better than nothing.
Hop n slide has got noooooo damn reason to be this picky about giving out a medal. Just had a run with two errors and it's not gonna give it up. I sharted myself off tempo in other games and they still gave me a fucking medal.
Rhythm Heaven Groove is great because it tells you you're doing a great job :)
At this rate I expect New York is legitimately going to have Santa visit them this christmas.
It's something you just sort of get used to with MKW online but the way it handles latency discrepancy pisses me off so much when its little hiccups add up over a game or play session. Especially lately, I've had so many incidents where another driver just completely swipes across the road as the game readjusts their actual position -- often resulting in me getting bumpercar'd off-angle or, far worse, that other driver blows unpredictably right through the item box I was going for. So fucking often has the latter been happening, and that straight up costs entire races to have an item box missed, it can feel like the game is outright conspiring against you lol.
And don't even get me started on attacking other drivers... Until a rally is down to like 8 people, using items to directly attack other racers is basically throwing your own game lol. You can masterfully hit three green shells on someone but the latency will decide they didn't actually lose any speed and they just keep rolling ahead in the lead. (That's an exaggeration, but wtf why do I have to land three shells on someone before it actually considers the racer slowed?) It's just better to hold onto these items defensively against the attacks that will absolutely hit you -- except that's ALSO a bad strategy because there's so much shit in this game that can clear out all your defensive items AND get a hit on you, so you're basically punished for not getting mushrooms on your item roll one way or another.
Like I get it, latency is a sensitive thing in a racing game with 24 racers and every interaction to account for. But man is there not any better way to code this type of thing? Like if latency is causing such a huge difference that hitting someone multiple times on your screen can still mean they dodged everything on their screen, then why not say fuck it and at least "favor the shooter" on the shooters end? Let me get the satisfaction of passing by someone I sniped, and if the game needs to correct for latency, do it in a way that doesn't obviously contradict my own game experience. The game is already employing tons of tricks to hide latency issues anyway lol can those tricks at least start to feel adequate for the player?
Design from an officially licensed Super Mario Bros. T-shirt, featuring an original illustration of Mario skateboarding.
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Don't understand how someone can criticize the Switch 2's lineup after a year when it has felt like every single month a new hit game has come out that everyone ends up talking about. Sometimes two games in a month.
I don't think anything pisses me off in MKW quite as bad as getting red shelled during a forced flying segment that sends you back to the beginning of the flight. Kind of thing where if there was a loaded gun on the table it would get used in a snap. Feels like an interaction the devs genuinely didn't consider, made more confusing by the fact that lightning doesn't interrupt flying so it's like they realized that would be unfun but didn't apply that same logic to red shells.
Just in general actually much of Adventure Time feels written backwards in an effort to justify or elaborate on an early-season element that otherwise would have just been thrown away. Surely it can be understood the show learned of its own success halfway through and then took a turn to tell a more concrete and serious story, which makes early Adventure Time feel so starkly different from later Adventure Time. Early Adventure Time happily utilized any and all fantasy tropes to its advantage, while subsequent seasons feel "guilty" of those tropes it established and set out to correct course, usually by writing-in new plots/motivations that retroactively explain those "bad tropes."
This is how Ice Kings entire story came about, at least it feels that way: a cartoon villain obsessed with kidnapping princesses so that they can be forced into marrying him, later elaborated to Actually Not Be A Misogynist, because that would be bad, so actually he's an insane person (which makes misogyny okay) because the magic crown makes him that way, and Actually he's a gentleman and has a normal attraction to a woman. So don't worry, it's okay, you can like Ice King!
Princess Bubblegum has a similar development imo, and I see substantially less people ever bring it up. Early seasons would tease the audience with glimpses of PB's "dark secrets," played out for laughs, but she remained as goofy as the rest of the Adventure Time brand, and these "morally gray" quirks played well into the eccentric environment. But later seasons buckle down on making her far more obviously evil/compromised, deciding it Isn't Funny to joke around about some of those morally gray quirks.......... and then LATER seasons have to work to make PB NOT that evil, by elaborating semi-tragic backgrounds to Explain why she is the way she is, because the writers want you to know that her tropes are Bad....... but you can still like PB!!! You can like her just in time for her romance with Marcelline to start going somewhere by this point, sort of like the writers realized they were about to fumble a generational canon queer relationship if they didn't work to make PB less-unlikeable.
Obviously things happen during production that cause shifts in the storytelling of a series, and for AT some of these shifts resulted in incredible stories that I wouldn't want to see missing. But also some of this redirecting felt like constant course correction, a change in attitude towards a number of tropes to the point the series feels embarrassed with itself towards the end. Overall I suppose it works out for AT as one of its charming qualities, sort of like it grows up with itself, but theres also a political angle to why it's like that, and from that perspective the charm looks more like messiness from writers trying and failing to clean up after themselves.
I had a lot of thoughts when I watched Adventure Time fully recently, I just never got the chance to put that into words lol.
I don't hate Fiona Adventure Time but as I get older the entire concept and what they did with it gets harder to feel fondness for. Dare I say the premise is (and became increasingly) cringey to look back on. And I'm not even trying to be overly woke with my perspective here, it's just nuts that they took a 13 year old character and canonically gender bent him based on rule 63 art, which entailed giving him a notably curvy figure in contrast to his normal sausage shape, a character motivation about how being a girl means you don't have to only think about girl things, and then in an effort to justify this they have to shoehorn a whole plotline about how this is a fantasy universe made up by Ice King....... which only makes everything weirder because now canonically you have this old man writing fanfiction about a boy in which he's depicted as a pixie dream girl that Ice King very obviously has attraction for. Following this is a continued effort to make sense of what they just canonized, that it's extended so much into becoming a primary plotline and eventually its own spinoff.
Like damn that is wild. None of these individual elements are especially offensive or anything, but it is fucking weird isn't it? What feels like should have been a corny one-off episode with no explanation required instead became an ongoing universe of its own written out in an attempt to de-creepify the initial premise, all while continuing to use Fiona (and it's universe) as a vessel for any random fantasy any writer in the room happened to have.
Genuinely I've seen so many people discourage themselves from playing MKW more simply because they see clips of shortcuts and convince themselves that they're going to lose every single game unless they themselves also pick up doing those shortcuts.
I was just asking myself "man that's ridiculous, imagine if people saw a clip of a combo from a fighting game, and then decided they would never play that game because they're afraid they'll lose to that combo." And then I realized that people actually do that all the time lmao.
And that would be fine actually, if the scrubbiness ended there, just a personal taste about how one feels about pvp games. But so often these people go on to insist that the game is FLAWED because you can get good at it -- the casual mindset that a GOOD game would allow anyone to win regardless of skill, apparently. So then it becomes this insult, that you're a try hard if you play the game at a high level, which by extension means you're ruining the experience for everyone else because you're, um, not allowing other people to enjoy the sweet taste of victory. Lol.
It never gets considered that they could try and improve. They'd rather flail on the controller and then complain about tryhards rather than study a clip for a few minutes, practice the route, and then execute it in an actual game. Or fuck, at least try to get good and then vent your frustrations about things like mechanics or the meta -- that at least casts blame on the developer of the game, and not towards fans that are simply making the most of what's given to them.
And when I think about it, this mindset grows in the landscape of basically every pvp game, and I wonder what these folks even get out of pvp games if they're so emotional about the idea of being outplayed. I hear ppl all the time say "no one is going to play online if THIS is the experience" and I'm just like lmao yeah maybe if you're a sore loser that needs a constant stream of wins to feel content, yeah maybe this isn't the game for you after all. It's kinda understandable that people will legitimately give up a game at the first sign of a skill gap, but it's INSANE that the high skilled players get "blamed" for making the game "too sweaty."
"The tricks and shortcuts in Mario Kart World widen the skill gap between players too much" do people not know that the tricks and shortcuts are not especially difficult to pull off. Like they're not easy but it's mostly just memorization. And you don't have to take the most tricky complicated shortcuts either, you can find / make smaller shortcuts if you just engage with the trick system a little bit and know where to look for them.
Do people know they can improve at playing video games.
I've come to realize that no, most people do not realize they can improve at playing video games. If shown clips of people doing especially well at a video game, these people will simply give up ever trying to even just play the game, out of fear that they will lose to someone playing well.
The dbd fandom really confuses me because I have no earthly clue why they put so much value on cakes/items that boost blood points.
Right now the controversy is that the anniversary is distributing less cakes than past years did. People are talking about how theyre /only/ getting 300 cakes when by now they'd have 1000 or something. And they're demanding compensation, more cakes, more blood points, an extended event, to make up for this "mistake." Bhvr is struggling to basically say "listen we want to overall decrease the rarity of these items" but the players really don't want that to happen.
But what I'm fucked up about is why ppl care about these cakes anyway lmao. Because all the time ppl show off their gigantic stockpiles of these cakes. Cakes that can only be taken one at a time into trials. So stepping back when I said some ppl are complaining about /only/ having 300 cakes... That is 300 games worth of boosted exp for the ENTIRE lobby. 300 games. Nearly one a day for a year. And people want 1000 by now. 1000 games worth of cakes.
And to reclarify, what do the cakes do? They get you more blood points. And what do blood points do? You spend them in the blood web -- which is where you get cakes. You get other items too, but something tells me that if someone has 300 cakes, they probably have like several dozens of every other possible item too.
So what value do blood points, and by extension cakes, actually have? Why is there such a big deal being made about not having enough cakes? These things are so virtually worthless, especially so for the type of player that is, miraculously, playing Dead by Daylight so freaking much that they have 300 of an anniversary item and they can tell you that in previous years they'd normally have 1000.
Like am I crazy for thinking how useless these things are in the long run? You're spending virtual currency to get more virtual currency so that you can buy more virtual currency enhancers. Is this not a little fucking insane to be freaking out about? And let's be so fucking real, once the event ends, you guys NEVER bring these cakes to normal matches! These people have huge stockpiles of every previous cake they've released, clearly they haven't used up all of those, so why does it even matter that you have 300 instead of 1000 or 500? When youre not even ever going to go through all those cakes anyway! You will live your whole life stockpiled up on these items that won't even get used! Why are y'all throwing such a fit to have hundreds more of these?
It's from this point of view I have that I can't help but see why bhvr is trying to alter the rarity of these types of items. I'm sure they can see the numbers for themselves, the number of players that have hundreds of cakes stockpiled that never get used -- and here the playerbase sits, demanding even more of these items they don't use! These diehard players have every perk, a big inventory of every possible item, every survivor and killer, they're always capped out on blood points, and yet somehow they demand more of the Number! Because it's so important to get all those characters to prestige 100 I guess! Genuinely what other goal do these players have when it comes to accruing literally billions of blood points?
You know how in RPGs there's that feeling that you keep saving the best items for one really hard encounter, "just in case?" But then the game goes by and you never actually used all those items? This is that same dilemma except there are developers getting yelled at for not making the problem worse. Genuinely I am struggling to understand the entitlement of the dbd playerbase here -- is Number Go Up really the thing you're playing this game for? If Number Go Up stopped going Up so much, would you really have nothing else to play for?
It will only be a few short years when we have to start hearing all the time from people shit like "damn I used to say the r-slur so much, how embarrassing, I was such an edgy little kid!!" and we all just have to smile and pretend they weren't 20+ years old talking like that.
Omgggg they added Deadpool and he has all these references to other fighting games omgggg I hope he does an Akira bike slide too holy shit
Huh? What? No I've never watched Akira, that's like weeb shit. But they do this like awesome motorcycle thing, it's so fucking cool. Deadpool is so badass.